PC Why you broke your game

I disagree, and have no idea how you'd come to that conclusion. Regardless, Ziplines were a legit Kickstarter goal that people paid for and expect to be in the final game. Like it or not, it's required.
False. In fact I led a joke campaign to get zip lines added for over two years until one day the devs announced they were actually looking into it.

 
False. In fact I led a joke campaign to get zip lines added for over two years until one day the devs announced they were actually looking into it.
So... it's all YOUR fault! Thank god we dodged that bullet!

 
I still don't understand how many feel that people that build underground want to avoid horde nights. I built underground. I came up and explored and looted during the day (sometimes night but not often :) ). I also came up and fought the horde on horde nights. Sometimes at a friends or community horde base or I would hoof it and melee. I don't get why the thought is we have to turn off zombies and build above ground bases to play the game correctly. I thought the point of the game was you could play it any way you wanted. I know a lot of players make separate bases for horde night now so it doesn't matter if you have your main one underground, on stilts or underwater for that matter. Also if we didn't want to fight the horde it only takes a couple of clicks to log out. Done. More for the rest of you.
The problem is that of philosophy and risk or effort/reward.

Philosphy - The player, through their efforts, can loosely control when you engage the threat of zombies in the game. If they put forth the effort of building a base underground, they could reap the reward of mostly not being bothered. It's not an exploit in terms of lore or realism, and would be quite a good strategy to survive a proper zombie apocalypse.

People that simply enjoyed crafting, building, exploring, and didn't or perhaps couldn't enjoy killing zombies all that much tolerated them long enough to build a safe base and then focus on doing what they loved.

TFP have now decided they don't get to decide by significantly buffing the zombie damage to blocks and permitting them to be powerful diggers, reducing the bedrock depth, and is exacerbated by new and different consequences from the AI. It's much more difficult, almost impossible, to build an underground base that will allow you to avoid being bothered by diggers. Those people have lost that choice and there is no longer a reward for building underground. That's why people are upset.

I'm not against diggers by design, and I do agree that a 4 block hole in the ground is cheesy for the level of effort involved. But if you dig down 30-40 blocks and build a base, then I think you should still get the reward of not being bothered. I would reduce the block damage zombies currently have to slow the rate of the chew, adjust the sensitivity so that bases aren't safe from aggroing at depths from 0-10 from any wandering zombie, and 0-25 from a horde. Forge and light heat roughly add 10 additional blocks to those depths.

 
I feel like instead of crafting 2 thousand axes and combining them on tables to get top quality ( very quickly i might say ), you now have to go out and kill zombies to get xp and get perks that make your tools/weapons better. yeah everybody has different opinions on game play and it will never be " perfect " for everybody. but to me its way more fun to leave my base and kill zombies for XP than it is to sit in a perfectly safe base 24/7 crafting axes.

 
I feel like instead of crafting 2 thousand axes and combining them on tables to get top quality ( very quickly i might say ), you now have to go out and kill zombies to get xp and get perks that make your tools/weapons better. yeah everybody has different opinions on game play and it will never be " perfect " for everybody. but to me its way more fun to leave my base and kill zombies for XP than it is to sit in a perfectly safe base 24/7 crafting axes.
Did you even play A16? You couldn't spam craft any more. You also couldn't combine items past your relative crafting skill.

Who are you arguing with? The OP was not advocating for spam crafting.

 
Surely the easiest way to sort out most peoples "problems" with the game is an expanded options page to let them configure the way they want to play.

Options to turn off diggers/blood moon horde etc. Enabling perks for the builders, largely disabling building for the nomads adding worms for the mole people! If people can configure HOW they want to play from the off by choosing a few options at the start it would save so much arguing and hand wringing!

Valmar had a decent class system on valmod that worked well.

 
Fully agree with OP.
You missed one major, common reply always given to this type of player criticism: "mod it out if you don't like it",

it goes both ways. Seems to me the best games are made to attract all types of players --therefore the most amount of players. Mods then would be icing on the cake and extras not needed for standard game play. If you sell a game expecting a large sector of players to mod it so they can play it at all, that's a failure and plenty of players will just take a pass.
Game is one of if not the best selling game on the largest distribution system in existence. People should know by now what theyr'e getting when they plop down their 20 bucks. It's not a full game. It's an early access sandox survival crafting horde game. Those are always heavy on player mods it's one of the big selling points and attractions of the genre.

Do people play non modded minecraft anymore? Not as many as play heavily modded minecraft.

These are games that are designed to be modded extensively and the one major drawback this game in particular has is they keep redoing the base systems instead of just leaving it alone and saying "we're done" and working on content, prefabs, new zombies/poi/weapons/quests etc...of which they just started getting into after all these years.

If they just would pick a system and leave it in and say "this is what you get, mod it to your own happiness level" then we could all move on in happiness and have everything we ever wanted. Have you played the mods of this game? They're like entirely different games...making it quite evident that this is just a base platform for developing mods on with a nice little single player/mult player experience that is fully functional as a "freebie".

Again, these games are mod friendly for a reason it's because that's how they were designed to be from the ground up. I don't understand why people take offense at the saying "you can always mod it later if you don't agree". That's freedom. Freedom to do as you please and why in the hell would anyone take such offense at such a thing? That phrase should give a true gamer joy. That's where the joy is and why those of us who understand the score really just wish they'd pick a system, any system, and stick with it and give us stable so the modders can go to work giving us their vision.

These games are blank palettes for the artists to spalsh their vision on and the rest of us to get lost in, please understand that you're seeing things from non-realistic lenses here. This isn't a game that's going to last you very long and yeah you'll get your money worth for sure in terms of hours played just with the vanilla client but seriously the meat of the experience and the one that's most long lived by a long shot comes from "just mod it how you like it".

And that's not going away.

To TFP. You do you, but just pick something and stick to your guns. We will change it no matter what it is anyway. Just work on giving us a stable client and a lock on features so we can get busy. I know that's what you've been doing but its' been hella long now and no need to reinvent the wheel anymore. This version is cool it's modular it lets us adjust things to our liking with modlets and you must know, I'm sure you do, that you won't please everyone in fact you're just going to piss off a subset every time who liked it a certain way so stick to your guns, hold fast and get us to the beta client without much more waiting or more experimentals that reinvent the base game. Bear down. Go for it. This is it this is the one as it is, go gold, work on optimization and bug fixing and just let's do this. We are beyond ready and we've waited long time now! Want our mods back. Our farms, our hydroponics growhouses, our followers and settlements and bandit clans, we want out complex grindy crafting everything under the sun times back and we can't do it when we're in limbo of "hemming and hawing" over the fine tuning of systems that are going to be completely changed by the end user and the server admins and the modders anyway.

My coins for what they're worth.

 
Surely the easiest way to sort out most peoples "problems" with the game is an expanded options page to let them configure the way they want to play.Options to turn off diggers/blood moon horde etc. Enabling perks for the builders, largely disabling building for the nomads adding worms for the mole people! If people can configure HOW they want to play from the off by choosing a few options at the start it would save so much arguing and hand wringing!

Valmar had a decent class system on valmod that worked well.
That's a great thought and it's already totally like that just not with a GUI. I fixed all the stuff I was unhappy with in a few minutes with Notepad++ and I understand that's not everyone's cup of tea so so some kind of slider system in place on new game creation that edits the values of the xml files would be sort of the sweet spot for all camps I agree. However. That being said it's kind of pie in the sky thinking isn't it? Too good to be true sort of thing right?

It's nice to have flexibility for sure and we totally do have that with some rudimentary understanding of editing xml files but sure it would be sweet to see sliders for values such as "zombies dig down = on or off" "Base zombie population multiplier = x2, x4, x6, x8, x10, x12" "non special zombies do no damage to iron blocks and above= on or off" We've got that flexibility now with 5 minutes and a cup of coffee and notepad++ but I think gamers these days would dig a slider based options tab upon game creation, with biome rulesets. Actually I'm sure one of the coder types could probably script an applet that modified our xml's on the fly using a friendly GUI, I've seen it done in skyrim why not here (if it hasn't been done already, been out of the loop the last little while)

 
Game is one of if not the best selling game on the largest distribution system in existence. People should know by now what theyr'e getting when they plop down their 20 bucks. It's not a full game. It's an early access sandox survival crafting horde game. Those are always heavy on player mods it's one of the big selling points and attractions of the genre.
Do people play non modded minecraft anymore? Not as many as play heavily modded minecraft.

These are games that are designed to be modded extensively and the one major drawback this game in particular has is they keep redoing the base systems instead of just leaving it alone and saying "we're done" and working on content, prefabs, new zombies/poi/weapons/quests etc...of which they just started getting into after all these years.

If they just would pick a system and leave it in and say "this is what you get, mod it to your own happiness level" then we could all move on in happiness and have everything we ever wanted. Have you played the mods of this game? They're like entirely different games...making it quite evident that this is just a base platform for developing mods on with a nice little single player/mult player experience that is fully functional as a "freebie".

Again, these games are mod friendly for a reason it's because that's how they were designed to be from the ground up. I don't understand why people take offense at the saying "you can always mod it later if you don't agree". That's freedom. Freedom to do as you please and why in the hell would anyone take such offense at such a thing? That phrase should give a true gamer joy. That's where the joy is and why those of us who understand the score really just wish they'd pick a system, any system, and stick with it and give us stable so the modders can go to work giving us their vision.

These games are blank palettes for the artists to spalsh their vision on and the rest of us to get lost in, please understand that you're seeing things from non-realistic lenses here. This isn't a game that's going to last you very long and yeah you'll get your money worth for sure in terms of hours played just with the vanilla client but seriously the meat of the experience and the one that's most long lived by a long shot comes from "just mod it how you like it".

And that's not going away.

To TFP. You do you, but just pick something and stick to your guns. We will change it no matter what it is anyway. Just work on giving us a stable client and a lock on features so we can get busy. I know that's what you've been doing but its' been hella long now and no need to reinvent the wheel anymore. This version is cool it's modular it lets us adjust things to our liking with modlets and you must know, I'm sure you do, that you won't please everyone in fact you're just going to piss off a subset every time who liked it a certain way so stick to your guns, hold fast and get us to the beta client without much more waiting or more experimentals that reinvent the base game. Bear down. Go for it. This is it this is the one as it is, go gold, work on optimization and bug fixing and just let's do this. We are beyond ready and we've waited long time now! Want our mods back. Our farms, our hydroponics growhouses, our followers and settlements and bandit clans, we want out complex grindy crafting everything under the sun times back and we can't do it when we're in limbo of "hemming and hawing" over the fine tuning of systems that are going to be completely changed by the end user and the server admins and the modders anyway.

My coins for what they're worth.
The trouble is as TFP have advanved some of the games systems we lost options along the way that are hard to get back, loot and crafting timers used to be a simple option in the menu and now they are basicly impossible to remove in a nice clean mod.

Can a mod remove the harvest system?

It still pisses me off the no end that the zombies never running option was removed, because thats a diffrent spin on the game id like to be able to try from time to time (slower but much more deadly zombies), that used to be possible from the game menu but now requires altering massive ammounts of code...

 
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1,2 and 3 - its exactly as it was, except now instead of item itself getting better, you get mod slots and mods which do the exact think you are complaining is not present anymore.

4. Kind of agree, early game is pain, but once you have perks, its fine, bike is also relatively early game unlock.

5. Indifferent, I'm playing in coop only with friends.

6. You are not supposed to wall of zombies and hordes, you're supposed to actively defend your base now, its a great change that eliminates a lot of cheese tactics and forces you to use traps AND actually fight yourself. That is a great change.

7. You are NOT supposed to have a singular location in game where you are 100% perfectly safe. If some people do not want to face zombies or want to face them when they want, then these people can play in creative mode and spawn them for themselves if they feel like it. Bedrock bases were massive problem and AI exploit, making you skip a part of the game that was always meant to be mandatory.

8. And now you are going to build something that is more reasonable as it was just another AI exploit.

9. Maybe you aren't supposed to have certain stuff in early game? Maybe you are supposed to use lower tier materials? Its called gameplay pace, it got slowed down, but is not new as level gating was widely present in A16.

10. Dying is no longer free base teleport and staying alife is actually important in SURVIVAL game. Boo hoo.

 
2. Guns

Previously a player could find, make or buy weapons and weapon parts from Q1 to Q600. In order to put a weapon together or disssemble it you needed to find instructions on how to do it (schematics). When you found a new part or gun that was better than your current one you progressed, this was satisfying.

Now the gun thats level 1 and grey that you find one day 1 does the same damage as a level six purple one, it has less mod slots but again finding mods and or schematics to use/make mods is random and rare and cannot be counted on therefore you have no incentive to try and find better guns and the fun you had from continually working towards a high quality gun is totally gone
I'm glad they got rid of the odd weapon quality. A rifle is a rifle. There are no quality differences on AK-47s. Just go to the Kalashnikov manufactory and ask, which of their rifle has a better quality, this one or this one. They will call you retarded.

All AK-47s will do the same amount of damage to a body. How big the damge will be only depends from the ammunition and where you ht your target.

The only issue I have with the current build is the balancing of the weapons. If I shoot a normal zombie (for example a nurse) with a sniper rifle in the head, he/she should be gone.

 
1,2 and 3 - its exactly as it was, except now instead of item itself getting better, you get mod slots and mods which do the exact think you are complaining is not present anymore.
4. Kind of agree, early game is pain, but once you have perks, its fine, bike is also relatively early game unlock.

5. Indifferent, I'm playing in coop only with friends.

6. You are not supposed to wall of zombies and hordes, you're supposed to actively defend your base now, its a great change that eliminates a lot of cheese tactics and forces you to use traps AND actually fight yourself. That is a great change.

7. You are NOT supposed to have a singular location in game where you are 100% perfectly safe. If some people do not want to face zombies or want to face them when they want, then these people can play in creative mode and spawn them for themselves if they feel like it. Bedrock bases were massive problem and AI exploit, making you skip a part of the game that was always meant to be mandatory.

8. And now you are going to build something that is more reasonable as it was just another AI exploit.

9. Maybe you aren't supposed to have certain stuff in early game? Maybe you are supposed to use lower tier materials? Its called gameplay pace, it got slowed down, but is not new as level gating was widely present in A16.

10. Dying is no longer free base teleport and staying alife is actually important in SURVIVAL game. Boo hoo.
Well put friend, I believe we are headed in the right direction for this game. It is absolutely a million times better than A16 ever coulda been. The people who whine are those who exploited the game and didn't play it how it is supposed to be (A survival game) now they whine they can't have invincible forts by week 2... I love the challenge and sure, balance is an issue for casual/bad players but for me It's pretty sweet. I die rarely and it's mostly to my arrogance because I didn't scope the situation (Like what most whiners have been doing, run into a POI and die because they don't know any better). I absolutely look forward to patches and later updates that expand on the new systems (WHICH ARE COMING OBVIOUSLY)… These people don't realize that a first iteration will not be perfect and that this is EXPERIMENTAL... Sure, some issues need to be ironed out, but if you whine and uninstall because you are actually bad at the game (Saw a thread) then you do not deserve to call yourself a gamer. Gamers should be able to adapt to changes especially in an EA game like this. Where the Devs are literally creating their dream game.

 
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The only issue I have with the current build is the balancing of the weapons. If I shoot a normal zombie (for example a nurse) with a sniper rifle in the head, he/she should be gone.
Well, with enough perks and mods soon enough you'll be wiping out zombies so ridiculously easy that even a zombie bear is no threat. It's going to be very hard to balance this game where shooting things are satisfying but the challenge is still there. Right now, my character is just way too OP which takes away the feeling of a threat. Zombie bears used to scare the crap out of me. Now they die about as easy as a day 1 character shooting a zombie. Roughly equivalent to that. Maybe even a little easier.

If you can kill everything so quickly and so easily - where is the game challenge? It's a problem. There's just not enough zombies in the game for the sheer numbers to be the challenge. I've already started modding the zombie quantities and even with them set so high that my FPS literally dropping to the single digits at times - it's just too damn easy after you leveled. I don't really know what the solution to this could be.

 
why shouldnt a level 1 gun do the same damage as a level 6 gun? they are both shooting the same ammo. the higher level gun can be made better by modding it and it last longer because it is better. and when u level up perks YOU get better using the gun.

why is this so bad? its the same thing with tools.

 
i love the stamina complaints esp with a game trying to have some realism to it.... Go run 100km, unless you've trained you're going to be out of stamina.

I tested the "no more underground base" complaints... Yeah, horde night you need to fight, but every second of every day outside of horde night, you can afk underground just fine.

Weapons are weapons, why would 1 fireaxe be better than another without mods & skills coming into play?

I hated gun parts. I couldn't be happier that gun parts are gone. Why would you find a pistol reciever just randomly without any other part of the pistol anywhere in sight

 
i love the stamina complaints esp with a game trying to have some realism to it.... Go run 100km, unless you've trained you're going to be out of stamina.
I tested the "no more underground base" complaints... Yeah, horde night you need to fight, but every second of every day outside of horde night, you can afk underground just fine.

Weapons are weapons, why would 1 fireaxe be better than another without mods & skills coming into play?

I hated gun parts. I couldn't be happier that gun parts are gone. Why would you find a pistol reciever just randomly without any other part of the pistol anywhere in sight
I agree with the stam, it was so dumbed down in 16 i could run for ever without coffee or beer once i had Rex upgraded i didnt even bother making a bike. now it is important to actually get vehicles.

 
"mod it out"

"it's an experimental"

when it's a stable, "it's early access"

glad to see the excuses for ignoring player criticism has not changed in the last 2 years, at least you fun pimps are consistent with that

 
"mod it out"
"it's an experimental"

when it's a stable, "it's early access"

glad to see the excuses for ignoring player criticism has not changed in the last 2 years, at least you fun pimps are consistent with that
Modding is so easy any human with half a brain can do it for this game. ALl you do is go into the files and find what you want then edit a number...

It is experimental and many things are first iterations so yeah, balance and fixes will come. no need to cry and uninstall just because you don't like how it first appears. Constructive criticism is appreciated, most people just hate speech it up here.

It IS early access and many things will change, so yeah. It's a real "excuse" or rather a fact of life.

 
Modding is so easy any human with half a brain can do it for this game. ALl you do is go into the files and find what you want then edit a number...
It is experimental and many things are first iterations so yeah, balance and fixes will come. no need to cry and uninstall just because you don't like how it first appears. Constructive criticism is appreciated, most people just hate speech it up here.

It IS early access and many things will change, so yeah. It's a real "excuse" or rather a fact of life.
Of course, I would never expect TFP to take any responsibility for negative aspects of the game, it's clearly up to the players to mod their way around things. 5 years of early access is also very reasonable, very normal, yes, a great factual excuse. Anyone pointing out flaws is definitely just spewing hate speech, it's not like TFP have missed every deadline they self impose and focus on small items, like polling for death penalties, instead of actually addressing large scale issues that have multiple threads up on the front page.

TY for proving my initial point, guess I'll try back in a few years to find you people responding to everything with "early access, mod it out!"

 
Don't know where you got your drama classes, but i definitely need to take a look at that course..

 
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